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scooter Wrote:Ok, so our options:
1. On the wines: Gives us 2 seafood and 6 grasslands. Also gives us 5 peaks which is not-so-good.
2. 1W of the wines: Gives us 2 seafood and 6 grasslands. Does not have 5 peaks, but also has very heavy capital overlap.
3. Sheep/Horse/Copper city: Some good production, doesn't have much overlap... But has nothing better than plains sheep for food.
Comparing the 3, I'm just not sure #3 is viable honestly. One thing to keep in mind is that each city starts with a granary, so whipping out of the gate is stronger than ancient, so the value of food over hammers is greater than what we're used to. Granted, this is Imperialistic, but whipping is a great way to leverage Imperialistic. So I think either way, we need to use those seafood for City #2 - they're just too valuable.
Thanks for summarizing! (Scooter, you and I seem to have free time at the same moment today!)
I would agree with this. While Sheep/horse/copper should eb settled eventually for sure, it's not best right away. I personally lean towards the less overlap location even with the mountains--but I admit to not liking overlap as much as I should. In this situation, there is very little cottaging overlap though. Maximum cottage overlap would be 2 and even then we might not cottage those grasslands. The only thing we'd really be able to save would be maybe a few worker turns. I'd say on the wines gets my vote.
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dazedroyalty Wrote:Thanks for summarizing! (Scooter, you and I seem to have free time at the same moment today!)
Yep, appears so, so we're dutifully spamming the forum at the moment  . Have to say though, discussion so far from everyone has been fantastic, let's keep it up.
dazedroyalty Wrote:I would agree with this. While Sheep/horse/copper should eb settled eventually for sure, it's not best right away. I personally lean towards the less overlap location even with the mountains--but I admit to not liking overlap as much as I should. In this situation, there is very little cottaging overlap though. Maximum cottage overlap would be 2 and even then we might not cottage those grasslands. The only thing we'd really be able to save would be maybe a few worker turns. I'd say on the wines gets my vote.
I tend to agree that I lean towards on the wines. Overlap here has less benefit than normal because this is not cottage-friendly land at all. The peaks suck, but they won't really be a major factor until much later with plenty of quality tiles to work until then. Actualy, on the wines only has 4 peaks (not 5) while 1W of the wines has 2. So not even that big of a difference, really.
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My vote goes to on the Wines as well. We should found both cities asap, and I just cannot see any other viable site nearby.
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My vote goes for on the wines as well.
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Alright, on the wines it is. Situation at the end of the turn:
Both cities will be settled next turn, with the capital going in marble site. I remembered to switch civics and set tech to CS.
Time to sandbox some starts.
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We should name all our cities Kararomum.
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Both cities settled. First our capital:
and our second city (needs a name, I'm not going to name every city Kararomum):
Both have gone on workboats since they'll be needed eventually and there's nothing better to sink hammers into ATM. I've been running a couple of sims and have a general idea of what both cities should do for the next 20 turns, but nothing definite yet. For the first few turns though we need max food though.
Scout reveals nothing impressive:
Heading onto the western most hill next so we don't interfere with Indian scouting.
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Alright so I've simmed the start a couple of times and here's what I got so far. By t100 (18 turns) I've built 2 settlers, have 4 workers and 6 pop. All 4 forests are gone and I've used the whip pretty hard, but I think it's pretty good given the start. There is room for improvement (I built a probably unneeded warrior and there are some worker options I haven't looked into yet) but I'm holding back looking at them for now since I don't know when bureaucracy will be available, which I've ignored for simplicity (and it'll force me to change the plan anyway).
Thoughts/Comments from the team?
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You could rename your second city to Karakorum II.
Regardless, good luck on the rest of the game!
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WarriorKnight Wrote:Alright so I've simmed the start a couple of times and here's what I got so far. By t100 (18 turns) I've built 2 settlers, have 4 workers and 6 pop. All 4 forests are gone and I've used the whip pretty hard, but I think it's pretty good given the start. There is room for improvement (I built a probably unneeded warrior and there are some worker options I haven't looked into yet) but I'm holding back looking at them for now since I don't know when bureaucracy will be available, which I've ignored for simplicity (and it'll force me to change the plan anyway).
Thoughts/Comments from the team?
Good job simming. I'm not sure I know how to improve on this since simming isn't my forte. "Unneeded" warriors will be good for happiness so that's not a real waste. I'm not sure ideal builds in a Medieval game though.
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